The Priest Kits Shaman As discussed before, the shaman is mostly a dumbed-down cleric. The shaman can also not turn undead and gets hit pints via d6, not d8. The question is how many people choose the shaman to begin with, as I guess a lot of players want their humanoids to be a brute, not a spellcaster. Witch Doctor As also mentioned earlier, the witch doctor is a shaman with additional magical spells. Tribes with witch doctors apparently never have shamans. Witch doctors are also limited to spells of one school.

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This handbook describes in detail over 20 humanoid races that can be run as player characters - from mischevious pixies to stubborn minotaurs, from the lizardlike saurial to the savage half-ogre - and many more in between.

In addition to many new character types, this handbook contains new proficiencies, humanoid kits, unusual equipment, and a few new surprises that will open worlds of adventure within any ongoing campaign. Move over, common adventurers, The Complete Book of Humanoids is here! They might have missed this one. It recognizes that humanoid player characters are more than just humans in a bullywug suit, and it provided a wide range of racial options for players to try.

This supplement spread its net wide when giving rules for new races. More esoteric races were also included, such as giant-kin, half-ogres, pixies, saurials of many types, swanmays, and wemics. Many gain special advantages as well, of course, the most powerful of which are phased ingradually at certain hit dice. Assembling Your Kit. Accompanying the racial information are 19 new kits for humanoids.

The new kits are broken up between warrior, wizard, priest, and thief classes. The kits are fairly low-fantasy, with entries like pit fighter, outlaw mage, shaman, and scavenger.

A few transcend this, such as a re-introduction of the instant-killing assassin class under the less alarming name "shadow. Is your character superstitious about noises, for instance? New arms and armor are detailed, and some excellent charts summarize all the new races in one place for easy reference. Slaviscek managed to fit an extraordinary amount of rules into a page volume, and did so in such a way that players are given a wealth of new options.

About the Creators. Please feel free to mail corrections, comments, and additions to kevin. Customers Who Bought this Title also Purchased.


Series: Advanced Dungeons and Dragons 2nd Edition

Submit Description Can you make the save? When rules were there to be guided by the Dungeon master, not in control of him? Where extrapolation was king and fun was the major goal of any adventure? Those days have returned! As with the very title of the podcast, one can imagine dangerous dungeons, Wiley Non-Player Characters, and monsters that might just be able to kill your character regardless of your level? Save or Die podcast intends to cover them all, from the first box set of to the last of the s box sets. Our fearless Dungeon Masters Vince, Mike and Elizabeth will regale listeners with tales of past events and future possibilities.


Complete Book Series

What happened to you that inspired you to release a book like The Complete Book of Humanoids? And not the good kind of weird. This book is so close to being great. I know they were capable of inventive, compelling fantasy. This book landed right in the middle of a time when TSR was releasing one classic rpg setting after another. Maybe the lizard-folk are the remnants of an ancient civilization of necromancers although where could I have gotten that idea.


The Complete Book of Humanoids

Stalker Warden Chapter 5 covers Proficiencies, both clarifications and modifications to old ones, and a selection of new ones. Chapters 6 and 7, Magic and Equipment, are full of new spells and items, both mundane and magical. Chapters 9 and 10 follow in this vein. Chapter 9 examines how rangers feel about religion, including their interactions with druids and clerics. Chater 10 examples forgatherings, the ranger get-togethers where multiple rangers spend some time hanging out to exchange ideas, barter for supplies, participate in contests of skill, catch up on gossip and just generally blow off steam by hanging around like-minded souls. The first two chapters, Character Creation and Paladin Abilities, look deeper into the crunch of making a paladin and its inherent abilities.


[Let's Read] AD&D 2e The Complete Book of Humanoids


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